Striking the Match, A Fire/Kin's guide


BadStorm

 

Posted

About this guide:

This guide has truly become a community guide. It is in no way my own creation, but a collaboration of many great minds. Thank you to all those who have contributed and even done spell checking for me since I /phail at spelling .

A very special thanks to (in no particular order):
FunkyWaltDogg
Reinman
UnicyclePeon
Miraja
FuegoTrue
gmanskillaz

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Table of Contents:

1. Why a Fire/Kin?
2. Archetype specifics
3. The Powers
4. Slotting Recommendations
5. Strategery (You heard me!)
6. Where to hunt
7. UnicyclePeon's IO recommendations
8. Reinman's Quick and Easy way to 50.



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[u]1. Why a Fire/Kin?[u]

This is a question that many have to ask themselves when they are rolling a character. Are you doing this because it fits a concept you have in mind for a character? Or are you doing this because it is a FoTM for the last few years (Since containment started IIRC) and you've heard or seen firsthand what they are truly capable of? They're fun to play and if you're only doing this to be a PL'r please don't. You're not helping anyone if you're PLing them. You're just going to make level 50 newbs, and we don't need them in COH.

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[u]2. Archetype Specifics[u]

Containment- Containment is a Controller specific attribute that typically does double damage to foes who are held/immobilized or otherwise incapacitated. Why 'typically' double? Not every power gets the double damage boost(Spectral Wounds gets around 150% damage boost vs. 200%) or only hits double damage 75% of the time (Hot feet). The name of the game for controllers now is "Contain contain cont... They're dead Jim."

A controller's role has changed in the last few years from the "lock 'em down" archetype to a true damage contributor. Standing above the rest tends to be the Fire/ controllers. Why? Fire is one of the least resisted damage types, and though is typically damage over time, it just wears down the enemy's health bar in a way that makes you feel all warm and tingly inside.

What about Fire/?
Fire control isn't great at locking down foes but it is good at doing damage. You get a single target hold, a single target immob, a group immob, a long recharge group hold and a group disorient. The rest are tooled at dealing damage.

What about /Kinetics?
Kinetics always reminds me of a symbote or a vampire. You weaken others to strengthen yourself. You take their health and boost yours. You take thier damage and boost yours. With the Tier 9 power you'll wish the foes were harder to give you more of a challenge.

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[u]3. The Powers[u]

Special thanks to FunkyWaltDogg for compiling all the great details below the power descriptions.
Another special "Thank you" to Mid for creating the Mid's Hero Designer.


Fire Control

1)Ring of Fire- Ranged, Moderate DoT(Fire), Foe Immobilize Immobilizes your target in a Ring of Fire, dealing Fire damage over time. More resilient foes may require multiple Fire Rings to Immobilize. Damage: Moderate(DoT), Recharge: Fast
Range: 80 ft
Cast time: 1.17 s
Recharge time: 4 s
Endurance cost: 7.8
Accuracy modifier: 1.2
Damage: 0.22 DS * 5 = 1.1 DS (Fire)
Mez: Mag 4 Immobilize
A great level 1 immobilize power. It's got a four second recharge, which is nice, but it's only an immobilize (though there is a -fly capability to it which is great for those pesky fliers in game as well as PVP). The baddies can still hit you, which I'm not fond of. It is lighter on the End usage than Char, but I still pick Char over this one at level one for the holding purposes. You may want to pick it up at some point though.

1)Char- Ranged, Moderate DoT(Fire), Foe Hold Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Damage: Moderate(DoT), Recharge: Moderate
Range: 80 ft
Cast time: 1.07 s
Recharge time: 8 s
Endurance cost: 8.53
Accuracy modifier: 1.2
Damage: 0.22 DS * 5 = 1.1 DS (Fire)
Mez: Mag 3 Hold, with 20% chance of +1 mag
This is my pick for your first primary power. Its a Mag 3 hold, which is stackable, and usually after 2 hits, you can keep bosses held as well. Why a hold over an immobilize? A hold will keep the baddie from doing anything but choke. I personally hate being attacked from a foe, so a hold keeps them from doing anything.

2)Fire Cages- Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize Immobilizes a group of foes in Fire Cages, dealing Fire damage over time. More resilient foes may require multiple Fire Cages to Immobilize. Fire Cages is slower and less damaging than Ring of Fire, but can capture multiple targets. Damage: Minor(DoT), Recharge: Moderate
Range: 80 ft
Cast time: 1.17 s
Recharge time: 4 s
Endurance cost: 7.8
Accuracy modifier: 1.2
Damage: 0.11 DS * 3 = .33 DS (Fire)
Mez: Mag 3 Immobilize, with 50% chance of +1 mag
This is your AOE Immobilize power. It sets up containment for you, and will hold almost anyone with one application. The Accuracy isn't great, so you should put at least 2 in there. I've been running with two and hit almost everyone each time. You get this power at level 2 or 4. No later.

6)Smoke- Ranged (Targeted AoE), Foe -Perception, -ACC Covers all foes near your target in clouds of Smoke. The villains are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow
Range: 80 ft
Radius: 35 ft
Cast time: 1.17 s
Recharge time: 15 s
Endurance cost: 7.8
Debuff: -90% Perception, -5% ToHit for 60s
While mainly a PVP power, this one does have its uses in PVE game. It gives a simple -5% ToHit debuff for 60s, so it isn't super wonderful for defensive purposes unless used in combination with another power like invisibility. I don't knock the power, but I don't think it needs to be taken as early as level 6. Maybe after 30 or so.

8)Hot Feet- Toggle: PBAoE, Minor DoT(Fire), Foe -SPD While active, you heat the earth in a large area around yourself. Enemy movement is Slowed as they attempt to flee the immediate area. All foes in the affected area suffer some damage over time. You cannot fly and must be near the ground to use this power. Damage: Minor(DoT), Recharge: Slow
Radius: 20 ft
Cast time: 1.47 s
Recharge time: 20 s
Endurance cost: 1.04/s
Accuracy modifier: 1.0
Damage: 0.25 DS (Fire) every 2 seconds; Contained targets receive double damage only 75% of the time
Debuff: -87.5% Speed (Autohit)
Ah, containment's best friend. This power is a double edged sword for you. On the one hand, you are pumping out great damage that gets the containment bonus around 75% of the time. On the other hand, you're in melee range for it to work. So take it and be careful. Its an END hog, so put 2 or 3 End Reducers in it.

12)Flashfire- Ranged (Targeted AoE), Minor DMG(Fire), Foe Disorient You can bring forth a Flashfire to Disorient a group of foes and deal some damage over time. Target must be on the ground to activate Flashfire. Damage: Minor(DoT), Recharge: Slow
Range: 70 ft
Radius: 25 ft
Cast time: 2.37 s
Recharge time: 90 s
Endurance cost: 15.6
Accuracy modifier: 0.8
Damage: 0.06 DS * 4 = 0.24 DS (Fire)
Mez: Mag 3 Disorient, with 20% chance of +1 mag
This is another power that you should take when it's available. This will be your openning power for the rest of the game. For one, you throw it and disorient your foes, then firecage them to keep them in place and run into melee with hotfeet turned on. Great power ***** stars. Slotting: Put 2 accuracy, 3 recharge reducers and a disorient duration (IF you have a slot for it).

18)Cinders- PBAoE, Foe Hold Incapacitates foes around the caster by whirling Cinders around them. The targets are left helpless, choking on the soot. Recharge: Very Long
Radius: 30 ft
Cast time: 1.07 s
Recharge time: 240 s
Endurance cost: 15.6
Accuracy modifier: 0.8
Mez: Mag 3 Hold, with 20% chance of +1 mag
Now this is another good power that I recommend, but usually push back until mid 20s. It's not great, becuase of its long recharge time (4 minutes). Its a great HOLD, but is a Personal Based Area of Attack (PBAoE) power. Here's the situation: You've bitten off more than you can chew, and you're about to get smacked around. Throw it and run or use the time to burn the heck out of them before the hold wears off.

26)Bonfire- Ranged (Location AoE), Minor DMG(Fire), Foe Knockback You can create a Bonfire that knocks back and burns any foes who try to pass through it. Recharge: Long
Range: 70 ft
Radius: 30 ft
Cast time: 1.06 s
Recharge time: 60 s
Endurance cost: 13
Accuracy modifier: 0.9
Damage: 0.1 DS every 2 seconds (Fire); Use the Pet Damage Scale
I hate this power. It's a location based Knockback with microscopic damage. Skip it or get it only on the Test server to mess with people. In a really great damage powerset it just doesn't make sense.

32)Fire Imps- Summon Imps: Melee Minor DMG(Fire) You can craft 3 small Fire Imps out of pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts. Fire Imps can be healed and buffed like any teammate. Type ''/release_pets'' in the chat window to release all your pets. Recharge: Very Long. Fire imps will be one level below that of the caster.
Range: 60 ft
Cast time: 2.03 s
Recharge time: 240 s
Endurance cost: 26
Let's face it. This is one of the reasons why you wanted to be a controller: Pets. Fire Imps are ok to start and great after slotting. They will aggro like crazy and behave like 3 year old kids with A.D.D. on a sugar high. It will take a whole level or two before you're really happy with them. They melee so they're great for Fulcrum shift and if you're in melee range too, Siphon Power.

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Kinetics

1)Transfusion- Ranged, Foe -End, -Regen, Team Heal Transfusion drains an enemy of some Endurance and reduces the target's Regeneration rate, and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate
Range: 60 ft
Radius: 20 ft
Cast time: 1.17 s
Recharge time: 8 s
Endurance cost: 7.8
Accuracy modifier: 1.2
Heal: 209 HP at level 50 (AoE)
Debuff: -10% Endurance; -50% Regen for 20s
You don't get to chose your first secondary, but if you could, this would be my recomendation anyway. It's got good healing and a -Regen Quality which is a must for AV and GM fights. It is enemy based, so you'll need to be in melee range, or nearby and it has to hit. Put 2 Accuracies in it to be safe. You want it to hit every time.

2)Siphon Power- Ranged, Foe -DMG, Team +DMG You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your own damage potential and that of all nearby allies. Recharge: Slow
Range: 80 ft
Radius: 20 ft
Cast time: 1.93 s
Recharge time: 20 s
Endurance cost: 10.4
Accuracy modifier: 1
Buff: +20% Damage (PBAoE) for 30s (changed AoE to PBAoE)
Debuff: -20% Damage for 30s
An overall nice power, the downside is its END cost. You get a 20% damage boost for 30 seconds. It can be layered 3 times for a few seconds which is nice.

4)Repel- Toggle: Self AoE Knockback Repel creates a zone of kinetic energy that violently repels nearby foes. Each villain that is repelled costs additional Endurance. Recharge: Slow
Radius: 7 ft
Cast time: 1.07 s
Recharge time: 20 s
Endurance cost: 0.78/s, 1 for each foe repelled
Repel is another power I say go without. Heavy END use, Knockback. When you need to be in AOE for most of your stuff, its not highly recommended to push everyone away from you.

6)Siphon Speed- Ranged, Foe -Speed, Self +Speed, +Recharge You can Siphon the speed from a targeted foe, Slowing his movement and attack rate while boosting your own. Recharge: Long
Range: 80 ft
Cast time: 1.93 s
Recharge time: 60 s
Endurance cost: 7.8
Accuracy modifier: 1
Buff: +297% Runspeed, +116% Flyspeed, +20% Recharge for 60s
Debuff: -62.5% Speed, -20% Recharge for 60s
This power does double duty for you. On the one hand you get a quasi-travel power early on, and it gives you a 20% recharge speed boost as well. It can be layered and is well worth it. Bear in mind, that it is not a personal Speed Boost, so there is no Endurance Recovery Component. You'll have to wait until 35 for that. I recommend 1 Accuracy, and 3 recharge reducers.

16)Increase Density- Ranged, Ally Special Increases an ally's mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, Repel and enemy Teleportation, as well as Smashing and Energy damage. Because the target grows more dense, his movement speed is Slowed. Although the Damage Resistance and slowing effect will not stack with multiple applications, the rest of the effects of Increase Density will. You cannot use this power on yourself. Recharge: Fast
Range: 70 ft
Cast time: 2.07 s
Recharge time: 3 s
Endurance cost: 5.2
Mez Protection: Mag 10.38 Stun, Hold, Immobilize; Mag 8 Knockback, Repel for 60s
Buff: +18.75% Res(Smashing, Energy) (not stackable from same caster); 100% Res(Teleport) for 60s
Debuff: -12.5% Speed (not stackable from same caster) for 60s
Your friends will like this power for the protection, and the better control from your speed boosts. Also works on keeping those Fire Imps alive better and on the ground rather than getting knocked around.

20)Speed Boost- Ranged, Ally +SPD, +Recharge, +Recovery, Res Slow You can hasten a single targeted ally. The target's movement speed, attack rate, and Endurance recovery are all greatly increased.
Range: 50 ft
Cast time: 1 s
Recharge time: 2 s
Endurance cost: 7.8
Buff: +50% Recharge, Res(-Recharge); +50% Recovery; +175% Runspeed, Res(-Runspeed); +68.25% Flyspeed, Res(-Flyspeed) (no effects stack from same caster) for 120s
A truly mixed blessing. Great recharge and recovery and a big runspeed boost. Some people won't want you to SB them because they can't control themselves in near Super Speed running around. I say get it at either 20 or 22.

28)Inertial Reduction- PBAoE, Allies +Jump You can reduce your Inertia, along with that of all nearby allies. The affected heroes can then jump incredible distances for a while. Recharge: Long
Radius: 25 ft
Cast time: 2.03 s
Recharge time: 60 s
Endurance cost: 23.4
Buff: +2780% Jumpheight, +249% Jumpspeed, +4000% Movement for 60s
Now this is a true travel power. It is Super Jump that is on a 60 second timer. Many /Kins respec at level 28 just to avoid taking a travel power pool. I say its up to you. You'll hate it if it wears out in the wrong places enough.

35)Transference- Ranged (Targeted AoE), Target -End, Team +Recovery, Special Transference drains an enemy of some of his Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow
Range: 60 ft
Radius: 20 ft
Cast time: 2.27 s
Recharge time: 30 s
Endurance cost: 2.6
Accuracy modifier: 1.1
Heal: 40 Endurance
Debuff: -40% Endurance
Free Endurance! Slot it with an accuracy and a recharge reducer or two. Never look for End rest again.

38)Fulcrum Shift- Ranged (Foe AoE), Foe -DMG, Team +DMG Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies, the caster, and those near the caster. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies receive. Fulcrum Shift can dramatically turn the tide of a melee battle. Recharge: Long
Range: 70 ft
Radius: 20 ft PBAoE; Mobs hit in 30 ft radius generate 20 ft radius buffs
Cast time: 2.17 s
Recharge time: 60 s
Endurance cost: 15.6
Accuracy modifier: 1
Buff: +40% Damage (PBAoE); +20% Damage (Mob AoEs) for 45s
Debuff: -20% Damage for 30s
This is the creame de la creme of the /Kinetics powerset. Its an AOE enemy based damage boost that pulls power from up to ten (10) nearby foes. It drops thier damage by 20% each, and boosts those nearby (including you) for 20% for each foe hit. Run into a group of 10 foes and hit them, that is 200% damage boost! This is why FireKins fly from 38 to 50.

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[u]4. Slotting recommendations[u]

Everyone has slotting preferences. I'll give you mine, as well as gmanskillaz's recommendations as well.


Hero Profile:
Level 1: Char <ul type="square">[*] (A) Accuracy[*] (29) Recharge Reduction[*] (34) Damage Increase[*] (37) Damage Increase[*] (43) Damage Increase[/list]Level 1: Transfusion <ul type="square">[*] (A) Accuracy[*] (5) Recharge Reduction[*] (5) Healing[*] (11) Healing[*] (31) Healing[/list]Level 2: Fire Cages <ul type="square">[*] (A) Accuracy[*] (3) Accuracy[*] (3) Recharge Reduction[*] (31) Immobilisation Duration[*] (45) Damage Increase[/list]Level 4: Siphon Power <ul type="square">[*] (A) Accuracy[*] (40) Endurance Reduction[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction[*] (7) Recharge Reduction[*] (7) Recharge Reduction[/list]Level 8: Hot Feet <ul type="square">[*] (A) Endurance Reduction[*] (9) Endurance Reduction[*] (9) Accuracy[*] (19) Damage Increase[*] (23) Damage Increase[*] (23) Damage Increase[/list]Level 10: Siphon Speed <ul type="square">[*] (A) Accuracy[*] (11) Accuracy[*] (17) Recharge Reduction[*] (17) Recharge Reduction[/list]Level 12: Flashfire <ul type="square">[*] (A) Accuracy[*] (13) Accuracy[*] (13) Recharge Reduction[*] (15) Recharge Reduction[*] (15) Recharge Reduction[*] (46) Disorient Duration[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping[/list]Level 18: Health <ul type="square">[*] (A) Healing[*] (19) Healing[*] (31) Healing[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification[*] (21) Endurance Modification[*] (21) Endurance Modification[/list]Level 22: Speed Boost <ul type="square">[*] (A) Endurance Modification[/list]Level 24: Cinders <ul type="square">[*] (A) Accuracy[*] (25) Accuracy[*] (25) Recharge Reduction[*] (27) Recharge Reduction[*] (27) Recharge Reduction[*] (29) Hold Duration[/list]Level 26: Increase Density <ul type="square">[*] (A) Resist Damage[/list]Level 28: Inertial Reduction <ul type="square">[*] (A) Jumping[/list]Level 30: Recall Friend <ul type="square">[*] (A) Endurance Reduction[/list]Level 32: Fire Imps <ul type="square">[*] (A) Accuracy[*] (33) Accuracy[*] (33) Damage Increase[*] (33) Damage Increase[*] (34) Damage Increase[*] (34) Recharge Reduction[/list]Level 35: Transference <ul type="square">[*] (A) Accuracy[*] (36) Accuracy[*] (36) Endurance Modification[*] (36) Endurance Modification[*] (37) Recharge Reduction[*] (37) Recharge Reduction[/list]Level 38: Fulcrum Shift <ul type="square">[*] (A) Accuracy[*] (39) Accuracy[*] (39) Recharge Reduction[*] (39) Recharge Reduction[*] (40) Recharge Reduction[*] (40) Endurance Reduction[/list]
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And gmanskillaz's recommendations:

<ul type="square"> Fire Control
[*] Ring of Fire (5-6 slots) dont use it but if I did, I would slot it for 2accs, 3dam, 1 endredux [*] Char (5-6 slots) 2accs, 1-2 Holds, 1 recharge, 1 endredux[*] Fire Cages (6Slots) 2accs, 2immobs, 1-2endredux, 1-2 recharge. I personally slot mine with 2damages and 2endredux. You'll run dry on END if your spamming them heavily[*] Smoke never used it, sorry[*] Hot Feet (6slots) 2acc, 2damage, 2endredux[*] Flashfire (6slots) 2 acc, 3 recharge, 1 disorient[*] Cinders (5-6 slots) 2acc, 3 recharge, 1 hold[*] Bonfire Sorry dont use it[*] Fire IMPS (5 slots) 2accs, 3 damage[/list]
<ul type="square"> Kinetics
[*] Transfusion (6slots) 2 accs, 3 heal, 1 recharge[*] Siphon Power (2 slots) 2 accs[*] Repel Sorry dont use it[*] Siphon Speed (5 slots) 2acc, 3 recharge[*] Increase Density Sorry dont use it[*] Speed Boost (default slot) 1endmod if people bother you to much about 'SB PLZ' change slotting to 3 running [*] Inertial Reduction Dont use it sorry[*] Transference (6 slots) 2acc, 2endmod, 2recharge[*] Fulcrum Shift (5-6 slots) 2accs, 3recharge, 1 endredux[/list]
[ QUOTE ]

This is what I like to use others will differ. Not trying to add my slotting to your guide just putting alternate slotting. I prefer slotting all of my powers with 2 accuracy cause I dont like to miss. Obviously, this is w/o IO slotting which changes percentages of slotted enhancements albeit without changing the actual slots.
-gmanskillaz

[/ QUOTE ]
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[u]5. Strategery (You heard me!)[u]

Remember what I said about Containment? If you don't, scroll back and re-read it (I'll wait). That's what we're going for here. Your goal is to get the foes immobilized/held/other incapacitation and keep doing that over and over until they're dead. You won't be good at it at first, but by the time you're in the later game you'll out perform any other powerset at mob killing.

There are 3 types of Strategery you'll encounter while playing your Fire/Kin: Early Level Soloing (1-35), Late Level Soloing (35+) and Teaming.
[*]Early level soloing is relatively slow going until 22. By 22 you'll be able to access SO Enhancement level enhancements and so your damage increases greatly. You also should have Stamina by this point, and so END probems will be greatly reduced by this point. Your basic soloing combo is as follows:

1-11 Fire Cages, Char the highest level foe, keep Hot Feet going and repeat with Siphons going as desired.

12-34 Flashfire, Fire Cages, Char the highest level foe, keep Hot feet going and repeat with Siphons going as desired.
[*]While teaming you'll avoid using Hot feet. If your team has the foes well grouped use Fire cages, and keep zapping the highest foe with Char. Cycle Transfusion for heals, Siphon Power while near your damage dealers and give Speed Boosts/Increase Density as requested/needed.
[*]Your later levels 35 and beyond involve similar strategery to your 12-34 strategery but you'll add in Fulcrum Shift at 38 into the mix. Turn on Hot Feet &amp; Spawn Fire Imps. Start off by throwing a Flash Fire/Fire Cages.

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[u]6. Where to Hunt[u]

1-4 Atlas or Galxy City
5-10 Mobs of Outcasts or Trolls in The Hollows
11-21 Boomtown (Preferably Sky Raiders, Trolls &amp; Outcasts)
21-30 Dark Astoria. Wonderful mobs of Banished Pantheon to work on (Rare Magic Salvage Galore!)
31-34 Do the Croatoa Story Arcs (@20K XP for the storyline bonuses &amp; you'll unlock the Katie Hannon TF)
35-40 Rikti War Zone You can do this up to level 50 if you'd like.
41-50 Peregrine Island missions.

FuegoTrue's recommendations for Hunting/Missions/Leveling.
[ QUOTE ]
Also, radio mish hunting at whatever lvl is solid way to lvl solo. In my mid 30s I put the diff on Invicible, do only kill the boss mishes or retrieve items mishes, stealth to the end of the mish using superspeed, sick my imps on the boss, kill him and minions, get glowie, and viola! a nice chunk of xp fast from completing mish and boss xp to boot. I did this in FF and found it was the most effiecient way to get xp solo that I have tried so far. This was at lvl 36 so my strategy may change once I get FS. I would recommend this strategy from 35-37th lvl when you have transference but no FS. Also, the Siren's call mishes for lvls 20-30 and Warburg mishes for early 30s, esp after fire imps give good xp and can be run quickly, especially the buff hero damage mish

[/ QUOTE ]

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[u]7. UnicyclePeon's IO recommendations[u]

[ QUOTE ]
I do want to talk about IOs.

Generally, I delay using IOs of any kind until level 22. At that time, I buy or craft a full set of generic IOs. I normally just use them until level 36 or 37, at which point I start looking at IO sets and set stacking. You can start sooner, but thats how I do it. Then at level 47+ I will re-evaluate and/or re-do my IO and set and endgame slotting a little.

CHAR

Levels 22-36: 2 Acc IOs, 2 Rech IOs, 2 Hold IOs
You get a blend of everything the power really needs.

Levels 37-46:
Essence of Curare Acc/Rech
Essence of Curare Acc/End
Essence of Curare Acc/Hold/Rech
Paralytic Hold/End
Paralytic Acc/Hold/Rech
Generic IO Hold

That is a "cheap" hold that lets you get 85% Acc, 91%+ Hold, 60% Recharge, and 45% Endurance Reduction. Even more, since you have 2 Paralytics, you'll get a 1% Recovery set bonus.

Levels 47-50:
Hamidon Dam/Mez
Hamidon Dam/Mez
Hamidon Acc/Mez
Devastation Acc/Dam/End/Rech
Thunderstrike Dam/End/Rech
Essence of Curare Acc/Rech

That will make you lose your 1% recovery bonus, but it gives you 96% damage, 96% hold, 78% accuracy, 65% recharge, 3% end reduction, or thereabouts. I find it nice for doing general door missions to have the extra damage.

FIRE CAGES:

I basically go with 2 accuracy and 1 endurance for generic IOs at level 22. At level 37 I usually try to have it 4-slotted, and I go with the Accuracy/Endurance item from Rooting Grasp, Enfeebled Operation, and Trap of the Hunter. For the 4th slot I usually go with any Acc/Immob/Rech IO. This gives 90% or more accuracy, 70% or more endurance reduction, and 20% or so recharge and immobilization. Its a good basic approach assuming you arent building for procs.

FLASHFIRES:

Levels 22-36: 2 acc, 2 rech, 2 stun IO generics

This gives a good blend of everything.

Levels 37+:
Stupefy Acc/Rech
Stupefy Acc/Stun/Rech
Razzle Dazzle Acc/Rech
Razzle Dazzle Acc/Stun/Rech
Rope a Dope Acc/Stun/Rech
Generic Stun IO

That setup will get you 91%-95% Accuracy, Recharge, and Stun, depending on the levels of the IOs in question. The best part about it is that the 2 Stupefy and the 2 Razzle Dazzle items in there will give you a Recovery bonus of 4.5% (one is 2% and one is 2.5%). The downside is that it is expensive. Everybody wants these set items, and some rare magic salvage is needed for 1 or two of the items.

For levels 47+ I'd really do the same for Fire/Kin. However, if you wanted to go crazy on the cost, you could get 2 of those new Amazement stun set IOs, and swap out the Rope a Dope and the Generic with the matching ones from the new Issue 11 sets and get another 4% recovery. It may cost you 20 million though.

Finally, you can go a cheaper route on Flashfire and get a similar blend:

Rope-A-Dope Acc/Rech
Rope-A-Dope Acc/Stun/Rech
Rope-A-Dope Acc/Stun
Stagger Acc/Rech
Stagger Acc/Stun/Rech
Generic Stun Disorient IO

You get max accuracy and stun duration (95% or more each) but the recharge is slightly lower (80%-85%). It is a lot cheaper though.

CINDERS:

Levels 22-36: 2 acc, 2 hold, 2 recharge generic IOs

Levels 37+:

Essence of Curare Acc/Rech
Essence of Curare Acc/Hold/Rech
Ghost Widow Acc/Hold/Rech
Paralytic Acc/Hold/Rech
Paralytic Acc/Rech
Generic Hold IO

This combination will essentially max your acc, rech, and hold (basically 90% or more in each ... the hold duration may only be 88% or so because of ED depending on the levels of the IOs you are working with). Because you have 2 paralytics here, you get a 1% recovery bonus.

HOT FEET:

I unfortunately cant remember the specifics, but I use 2 Cleaving Blow, 2 Tempered Readiness and 2 Multistrikes. I found a combination that maxes the acc, dam, and end cost in the 90% or more range for each. Plus, you get a 1.5% recovery bonus from the Tempered Readiness and 1% from the Cleaving Blow. I may come back and add the specifics tonight, if I remember.

RING OF FIRE:

Some people dont even take this. I prefer 4 slots. You can get 4 Thunder Strikes for some global accuracy and for 2% recovery. Even just 2 slots is good, since you can still get the 2% recovery. If you do skimp, shoot for Thunderstrikes that have Acc and End in them. If you go for 4 slots you can get strong damage too. Of course, again, many people skip this so I wont focus on it much.

FIRE IMPS:

When I hit level 33, I go with 1 accuracy IO and 3 damage IOs. When I hit level 37+ I do:

Blood Mandate Acc/Dam
Blood Mandate Damage
Soverign Right Acc/Dam
Edict of the Master Acc/Dam

With that, in only 4 slots, you get 75% accuracy and 93% or more on damage. The side benefit is that with 2 Blood Mandates you get another 1.5% recovery bonus for your character. The reason for using the Sovereign Right and Edict of the Master is that if you decide to commit extra slots, you can get the Resist Damage set IO for pets from Sovereign Right, and you can get the defensive set IO from Edict of the Master. You might not want to do that, but if you did, you'd at least get the minor set bonuses that come from having 2 of those.

I personally DID go for the pet resist IO in mine, because I like to cast Increase Density (which I slotted up for resistance) to stack on the Fire Imps.

One other note is that at level 47+ you can swap the Blood Mandate Damage for a Blood Mandate Acc/Dam/End, and upgrade the Blood Mandate and Sovereign Right recipes to level 50. The percentages are enough that you max your Accuracy and Damage on the pet (91% or more each) and also get some end reduction on the casting.

TRANSFUSION:

Levels 22-36: 2 Acc, 2 Heal, 2 Rech Generic IOs

Levels 37+:

Generic Accuracy IO
Generic Accuracy IO
Miracle Heal/Rech
Miracle Heal/Rech/End
Harmonized Healing Heal/Rech
Harmonized Healing Heal/Rech/End

That gets your Rech and Heal in the 80s for percentages, I think, and gives you 35% or so end reduction, and 72% or more accuracy (as high as 84% or so at level 50).

The nice part is that you get 2.5% recovery from the Miracle set bonus and 1.5% recovery from Harmonized Healing.

SIPHON SPEED:

Level 22-46: 2 Acc, 3 rech IO generics

Levels 47+:

Tempered Readiness Acc/End
Tempered Readiness End/Rech/Slow
Accuracy Generic IO (level 50)
Recharge Generic IO (level 50)
Recharge Generic IO (level 50)

At level 50, the above will lose a slight bit of accuracy, but it was still 68%. The recharge is still very strong. I get some endurance reduction that is nice for spamming it. I found the lower accuracy was enough for me, especially since I have maybe 10% global accuracy from other stuff (like the aforementioned Thunderstrike on Ring of Fire). HOWEVER, i did this just for the 1.5% recovery bonus and because I'm weird.

You could always go with a Tempered Readiness End/Rech/Slow, 2 Recharge generics and 2 Accuracy generics, and that would actually be the better way to go if you werent simply trying to peg out your recovery bonus like me.

INCREASE DENSITY:

Levels 22-36: 3 Damage Resist Generics

Level 37+:

Impervium Resistance
Impervium Resistance/Endurance
Generic Resistance IO

That setup is expensive (Impervium) but it gives me the 1.5% recovery bonus, chips off some endurance cost when I cast, and maxes the resist value basically. I love stacking this on my Fire Imps with their Resistance unique IO. I also love being able to free my teammates from mez effects.

TRANSFERENCE:

2 acc, 2 rech, 2 end mod IO generics

Now with the new End Mod sets, say Performance Shifter, you could just get the 5 non-uniques from the set and hit max EndMod, and 65% or more on Acc and Recharge, plus you'd get all the set bonuses, and so that'd save you a slot. You could finish off with a 6th slot and complete the set with the unique or you could throw another Acc/EndMod/Rech from another set to push acc and recharge into the 80% range. Or you could put that Chance to Disorient from the Energy Manipulator set in there.

HOWEVER, right now, all the EndMod sets are crazy expensive, so I stick with the basics.

FULCRUM SHIFT

To be honest I have not even looked to see if it takes sets. I wonder if I looked, and it didnt, so I forgot, or if it does and i forgot to look? Anyway, I just run with 2 accuracy, 3 recharge, and 1 end reduction generic IO here.

As for the epics, I wont go into that since everybody prefers different epics. Also, I'm sure some other powers take other sets and so other people can comment on those. I'm also sure some people have entirely different goals than my weird Recovery Bias when I collect IOs. Still, ,the less I have to actually depend on Transference as a crutch, the better.

Lewis

[/ QUOTE ]

|-------------------------------------|

[u]8. Reinman's Quick and Easy way to 50. [u]

[ QUOTE ]
Welcome Fire/Kin 665574234A-01.

Here is a quick guide.

Initial setup, turn on hotfeet, spawn imps... ok you're ready.

Flashfire, Fire Cages, Fulcrum shift, Fireball.

Heal as required.

Congrats you have achieved level 50.

-Reinman

[/ QUOTE ]


 

Posted

A work of art. My languishing level 4 Fire/Kin now has a reason to live!


 

Posted

A very nice guide, thanks for compiling this! I know many have been asking for a Fire/Kin guide for a long time.

One thing I wanted to throw out there is about Smoke. There is one very situational, but extremely effective use for this power early. When two mobs are close to each other, one can be smoked while the other is engaged. The smoked mob stands there yakking while you and your team are ganking.


 

Posted

[ QUOTE ]
A very nice guide, thanks for compiling this! I know many have been asking for a Fire/Kin guide for a long time.

One thing I wanted to throw out there is about Smoke. There is one very situational, but extremely effective use for this power early. When two mobs are close to each other, one can be smoked while the other is engaged. The smoked mob stands there yakking while you and your team are ganking.

[/ QUOTE ]

Good point. Great example of that is in a respec trial, in the room with the doors before the reactor core. You dont want to aggro 2 or 3 groups at once. That's for sure. Thanks for the idea.


 

Posted

Impressive guide Star, and special kudos to Funkywaltdogg and Unicycle for their input. Very well done


 

Posted

Smoke and Bonfire are underrated Gems. I would recommend trying them out before dismissing them.

Bonfire in a doorway, in a corner, or just between you and the mobs can keep you on your feet if you get overextended. Especially pre-Fulcrum. Even on teams, a well cast Bonfire, between the the squishys and the frontline tanks and scraps can keep a team going with its soft knockback control. Best Part - 1 recharge is all this power needs to be effective.

Smoke is another hidden Gem. Soloing, it can cause enough of an alpha to miss letting you survive (or more importantly escape a mez) and it can really shine in a team build as a) its auto hits, b) the -perception of this power can avoid multiple mobs aggro, and c) -acc is always welcome especially when paired with other team buffs/debuffs. I use smoke all the time as it is a no aggro power.

Good Guide, alot of input from different sources. Maybe round it out with builds and/or teaming/solo situations where certain powers maybe more desirable than others.

Unicyclepeon's alway has solid advice but if you find you need slots, go crunch the numbers and you find that much of the recharge is overkill, ie, 3 Recharges in siphon speed may only buy you &lt;2 secs as opposed to 2 Recharges. Same for Fulcrum. Acc bonuses are also pretty common in IO sets and you may be able to slot 1 ACC IO in a later build instead of 2 and still have greater acc than 2 SO's.


 

Posted

I agree, Bonfire is a situational power, but wonderful at the right time. I would take Bonfire over Recall Friend in your sample build. Bonfire is very effective with just one recharge

At level 50, I often use it going up against AV's -- throw it at the feet of an AV, and he takes damage while keeping away all lower-level baddies, leaving you and your team free to pound on the AV. This is really nice to use against Dr. Aeon in the STF, as it keeps his spawned EB's away.

If your squishier teammates need protection from melee, throw down Bonfire. It works as a barrier -- baddies on one side, ranged teammates on the other.

Bad guys in a room? Throw down Bonfire in the door, and cast Fire Imps in the room. If any baddies try to run out, they get flung back in while the fire imps go crazy!

There are a number of "keep away" missions througout the game -- like the respec TF. Bonfire can protect one entire side of the Reactor by itself. It works great in the STF to keep the repairmen away from the towers.

Properly placed, Bonfire + corner is a knockdown like Earthquake -- but does damage, too, while it bunches the baddies up.

Bonfire is a nice protection against ambushes from behind. You can use it if another group has aggroed, to keep them away until you are finished with this group.

Lots of other uses, if you just look for them.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Awesome job Star_Sentinel props to you. I wish we could sticky this on the controller forum so we could stop seeing thousand and one questions about fire/kins.

Or maybe sticky a link to this guide on the troller forum.

Great Job.


 

Posted

[ QUOTE ]
Awesome job Star_Sentinel props to you. I wish we could sticky this on the controller forum so we could stop seeing thousand and one questions about fire/kins.

Or maybe sticky a link to this guide on the troller forum.

Great Job.

[/ QUOTE ]

Hopefully having this guide around will at least slow all the Fire/Kin questions in the troller forums. I think that it is odd we haven't had a Fire/Kin guide until now. Maybe there was that FoTM/Y stigma associated with doing one or maybe those who could do it were out playing. I don't know. Glad to help out with it. I really couldn't have done it without you guys.


 

Posted

Just wanted to add my farmer build to this guide.


Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- NrncSD-Acc/EndRdx:30(A), NrncSD-Acc/Rchg:30(31), NrncSD-Acc/Hold/Rchg:30(34), NrncSD-EndRdx/Hold:30(34), Ruin-Acc/Dmg:40(40)
Level 1: Transfusion -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Rchg:50(19), Acc-I:50(50)
Level 2: Fire Cages -- TotHntr-Acc/Rchg:50(A), TotHntr-Acc/Immob/Rchg:50(3), TotHntr-Acc/EndRdx:50(3), TotHntr-EndRdx/Immob:50(5), Posi-Dam%:50(5), Posi-Acc/Dmg/EndRdx:50(19)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Hot Feet -- Sciroc-Acc/Dmg:50(A), Sciroc-Dam%:50(9), Sciroc-Dmg/EndRdx:50(9), Sciroc-Acc/Dmg/EndRdx:50(11), M'Strk-Acc/EndRdx:50(11), ImpSwft-Dam%:30(13)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(27), RechRdx-I:50(27), RechRdx-I:50(29), RechRdx-I:50(29)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(15), Stpfy-Stun/Rng:50(15), Stpfy-Acc/Stun/Rchg:50(17), RechRdx-I:50(37)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Cinders -- NrncSD-Acc/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(21), NrncSD-EndRdx/Hold:30(21), NrncSD-Acc/EndRdx:30(25), G'Wdw-Acc/Rchg:50(25)
Level 20: Health -- Heal-I:50(A)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough -- EndRdx-I:30(A), ResDam-I:50(43), ResDam-I:50(46)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(33), BldM'dt-Acc:50(33), BldM'dt-Dmg:50(33), BldM'dt-Acc/Dmg/EndRdx:50(34)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), EndRdx-I:50(40)
Level 41: Fissure -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/EndRdx:50(43), Stpfy-Acc/Rchg:50(43)
Level 44: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 47: Earth's Embrace -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx:50(48), Dct'dW-Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(50), RechRdx-I:50(50)
Level 49: Speed Boost -- EndMod-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+0.95% Defense(Fire)[*]+0.95% Defense(Cold)[*]+3.75% Defense(AoE)[*]+50% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+5% Enhancement(Immobilize)[*]+37.5% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+108.5 (9%) HitPoints[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 4.4%)[*]+MezResist(Stun) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 4.4%)[*]+9% Recovery[*]+30% Regeneration[*]+4.1% Resistance(Fire)[*]+4.1% Resistance(Cold)[*]+3.13% Resistance(Negative)[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />

Enjoy!


 

Posted

I know alot of people hate Fire/Kins, but this guide is the work of beauty many people have been waiting for. Great Guide!


 

Posted

[ QUOTE ]
I know alot of people hate Fire/Kins, but this guide is the work of beauty many people have been waiting for. Great Guide!

[/ QUOTE ]


Yeah, they hate us...Until they want to run the STF or "lvl X lowbie LFT" in PI...Why would a lowbie toon be LFT in PI ? And I wonder what AT they are there specifically looking to team with there...


 

Posted

for what reason do you think Fire/Kins are hated?

I've got a lvl 21 right now, and I haven't noticed any haters, should I do a different toon?


 

Posted

[ QUOTE ]
for what reason do you think Fire/Kins are hated?

I've got a lvl 21 right now, and I haven't noticed any haters, should I do a different toon?

[/ QUOTE ]

FireKins are hated on the boards (mostly). The reason is that they have become the P.L. Kings. Waaaaay back before i4, the Fire tankers were the kings of PLing. There were factors contributing to that, such as no aggro cap (get almost a whole map worth of foes to fight) and stacking (5-10 foes standing where only 1 should be able to) and of course Burn didn't have a fear component so the foes would just stand there and get fried over and over.

Now, that title has passed on to the Fire/Kins because they can do tons of damage, and move super quickly thanks to Siphon Speed. So, outdoor map clearing for them is a snap. This has lead to Nerfherding and quite frankly I can't say I disagree wholeheartedly. I personally disagree with Powerleveling because it creates high level players that don't know how to play, they just want all the end game without working for it. The nerf requests have come because a few bad apples are spoiling the bunch sadly.

EDIT: I should also state that the guide forum isn't the best place for a discussion on Nerfing or Powerlevers. Please head to the Controller forums if you want to chat about it further. Thanks.


 

Posted

[ QUOTE ]
[ QUOTE ]
for what reason do you think Fire/Kins are hated?

I've got a lvl 21 right now, and I haven't noticed any haters, should I do a different toon?

[/ QUOTE ]

FireKins are hated on the boards (mostly). The reason is that they have become the P.L. Kings. Waaaaay back before i4, the Fire tankers were the kings of PLing. There were factors contributing to that, such as no aggro cap (get almost a whole map worth of foes to fight) and stacking (5-10 foes standing where only 1 should be able to) and of course Burn didn't have a fear component so the foes would just stand there and get fried over and over.

Now, that title has passed on to the Fire/Kins because they can do tons of damage, and move super quickly thanks to Siphon Speed. So, outdoor map clearing for them is a snap. This has lead to Nerfherding and quite frankly I can't say I disagree wholeheartedly. I personally disagree with Powerleveling because it creates high level players that don't know how to play, they just want all the end game without working for it. The nerf requests have come because a few bad apples are spoiling the bunch sadly.

EDIT: I should also state that the guide forum isn't the best place for a discussion on Nerfing or Powerlevers. Please head to the Controller forums if you want to chat about it further. Thanks.

[/ QUOTE ]

Some people who get pl'ed have other level 50 toons and don't want to go through the basics all over again.

Besides, it's not hard to spot someone who can't play their toon. Hell, just today I was running a BNY mission with a mastermind who had NO idea what to do. He just stood there with his henchies in defensive mode while the team fought. Those people are easily dropped and replaced.

And if someone wants to pl a toon to 50 so they can pvp, well, that's an easy kill for you.


As far as the guide, amazing. I've had the game since it was released, stopped playing for about 2 years, and now that I'm back, I've finally decided to make a fire/kin. It'll be nice to finally be on the offense instead of my Ice/FF and other defense toons.


 

Posted

I thought I'd add some more information for those who are playing/considering to play. It has to do with higher-end game play 38 and up. Additionally I want to discuss/suggest your Epic Powers.

I have achieved level 39 so far and I'm having a blast. I had suggested during the 35-40 span to go into the RWZ and defeat spawns, but I abandoned that and went into Crey's Folly instead. Why?

If you've ever played against the Rikti, you'll know what I'm talking about. The main weakness of a controller is our weakness against other control type effects (Holds/Stuns/Sleeps). Since the weapons of the Rikti have a chance to stun (not to mention the Mentalists), it goes without saying that if you run into a group of 10, there's a good chance you're getting stunned/held. Several people have suggested going the Combat Jumping/Acrobatics route to help cover the holding, and I'm OK with that, but that still leaves us vulnerable to Stuns and Sleeps.

While in Crey's I have begun mobbing the Freak show. They aren't resistant to Fire, which helps, and they seem to be vulnerable to my Flash fire's stun effect. By the time I've run in with hot feet, done my FS/Fire cages combo they're down pretty quickly. Not to mention that the XP per min is very good for them. Be aware of the Stunners &amp; the Smashers who can sleep/stun you respectively and also the Tanks who can stun you and kill you quickly with their big damage.

The main thing I'm trying to get across is that you'll need to be aware of your vulnerabilities. Either stock up on inspirs to free you from stuns/sleeps or make sure you're using char to incapacitate them quickly and keep them that way. So strategy is key.

That brings me to the next topic: Epic Power Pool choices. There are several, but in my opinion there are really two choices you should consider: Fire Mastery &amp; Psionic Mastery.

Why Fire Mastery?

The obvious reason is synergy. You're a Fire/Kin and now you've mastered Fire. The second reason is that you get a powerful AOE attack at 41, Fireball. As if you didn't drop foes fast enough, now add another AOE and they're down even faster. There is also Fire blast which is a single-target ranged fire attack. As with all the Epics you'll get a toggle resistance power against Smashing/Lethal. Additionally Fire Shield resists Fire attacks. Lastly there is Consume which is another END recovery tool. Not really needed since you should have gotten Transference at 35 and have it slotted with at least 1 END mod. Overall a good choice.

Why Psionic Mastery?

Now here is one that actually has synergy as well, and I'm going to recommend it over Fire Mastery. Why? I'll explain. As I mentioned before the controllers main vulnerability is getting held/stunned/slept and then you get ganked while you're stopped. With Psionic Mastery you get Indomitable will right at 41. It gives you a Mag 10 defense against Holds/Sleeps/Stuns/Fear as well as some defense against Psionic. It's a 90 second click power with a 360 second recharge. With recharge reducers/hasten/siphon speed you can get it down to around 115 second recharge, so you'll only be without it for 25 seconds or so by 42. There is a Smashing/Lethal/Psionic resistance toggle as well at 44 with Mind over body.
"But I'm going to lose my AOE if I take Psionic mastery!" That's not true. Consider Psionic Tornado (47). It has roughly the same damage as Fireball (like 99.591%) and is an AOE. The only difference is that you're getting the protection you desperately need.

So in conclusion, there are tough choices ahead. Go for more damage or better protection?

Since I play tankers a lot, I'm going to recommend the protection route. It will pay off in the long run since you'll be facing tough foes frequently who can mez you. My way, it will never be a problem. Additionally you'll have the same damage output as Fire Mastery by 47.


 

Posted

If only every guide could be this helpful...
I'm running a lvl 41 fire/kin at the moment, and i relied on multiple fire/kin guides. Had this been up sooner i would've saved a lot of time by just following this one.


 

Posted

Hey guys,

Great suggestions for a fire/kin build.

Here's mine as another reference:

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Drummz1: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Acc(A), Acc(3), Dmg(19), Hold(40), Hold(46)
Level 1: Transfusion -- Acc(A), Acc(3), Heal(5), Heal(19), Heal(31), RechRdx(43)
Level 2: Fire Cages -- Acc(A), Acc(5), Dmg(34), EndRdx(34), Dmg(37), EndRdx(43)
Level 4: Siphon Power -- Acc(A), Acc(7), RechRdx(7)
Level 6: Air Superiority -- Acc(A)
Level 8: Hot Feet -- Acc(A), Dmg(9), EndRdx(9), Dmg(21), EndRdx(40), Acc(50)
Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
Level 12: Siphon Speed -- Acc(A), RechRdx(13), RechRdx(13)
Level 14: Fly -- Flight(A), Flight(15), Flight(15)
Level 16: Flashfire -- Acc(A), Acc(17), RechRdx(17), RechRdx(29)
Level 18: Swift -- Run(A)
Level 20: Speed Boost -- EndMod(A), Run(21), EndMod(40)
Level 22: Health -- Heal(A), Heal(23), Heal(23)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Cinders -- Acc(A), Acc(27), RechRdx(27), RechRdx(31)
Level 28: Increase Density -- ResDam(A), ResDam(29), ResDam(46)
Level 30: Smoke -- ToHitDeb(A), ToHitDeb(31), ToHitDeb(46)
Level 32: Fire Imps -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), Acc(50)
Level 35: Transference -- Acc(A), Acc(36), EndMod(36), EndMod(36), RechRdx(37), RechRdx(37)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), EndRdx(43)
Level 41: Fire Blast -- Acc(A), Acc(42), Dmg(42), Dmg(42)
Level 44: Fire Ball -- Acc(A), Acc(45), Dmg(45), Dmg(45)
Level 47: Fire Shield -- ResDam(A), ResDam(48), EndRdx(48), EndRdx(48)
Level 49: Assault -- EndRdx(A), EndRdx(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment


37 lvl 50s: 3 Brutes, 2 Stalkers, 2 Tankers, 7 Masterminds, 2 Scrappers, 3 Blasters, 3 Controllers, 3 Corruptors, Peacebringer, 2 SoA (Crab, Bane), 3 Defenders, Widow, 3 Dominators, Warshade, Fortunata

 

Posted

That is an interesting build Drummz. Not bad, mind you, I've just never seen a build with Fly or Teleport in a Fire/Kin. They typically go for Super Speed for the quickest runs between groups, or Super Jump so they can get Acrobatics and have big KB defense.


 

Posted

[ QUOTE ]
That brings me to the next topic: Epic Power Pool choices. There are several, but in my opinion there are really two choices you should consider: Fire Mastery &amp; Psionic Mastery.

[/ QUOTE ]

Hmm, I'm curious why you didn't consider Stone Mastery. I see it in gmanskillaz's build, which looks to be very good.

Fire Mastery and Psionic Mastery both have about 43% Smashing &amp; Lethal Damage Resistance, plus lower damage resistance on uncommon damage types. Stone Mastery gives about 22% Smashing &amp; Lethal Defense, which is pretty equivalent given the usual 2 for 1 comparison of Resistance to Defense. But it's easier to stack more Defense for even better protection. If gmanskillaz added a Steadfast Protection Res/Def IO to Tough, he'd have about 36% Smashing &amp; Lethal Defense. That's pretty major damage mitigation. I'm not sure how many mezzes are Smashing or Lethal based, but the Defense will help with them as well. It's certainly not Indomitable Will, but it's better than nothing (AKA Fire Mastery).

Stone Mastery comes with Earth's Embrace, which can be perma with Hasten, Siphon Speed, and some other set IO bonuses. That looks to be about 600 extra HP, great for surviving several lucky hits, or the downtime when you're mezzed. Plus with decent Regen from Health or IO bonuses (which are fairly common), you probably won't need Transfusion nearly as often.

Granted Fissure does about half the damage of Fire Ball or Psionic Tornado, it has a 50% chance to both Stun and Knockdown. Now Knockdown isn't so useful with Fire Cages (which gives immunity to Knockdown), but the Stun adds even more control and damage mitigation. That seems ideal for Fire Control which is a bit light compared to some other Troller primaries. It doesn't have the Accuracy penalty associated with most AoE Controls, and you can stack it with decent slotting.

Hurl Boulder is a nice power to skip, nuff said about that.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

i took hurl boulder on my weird fire/sonic build...


...because i like the idea of throwing poo at people.


 

Posted

[ QUOTE ]
[ QUOTE ]
That brings me to the next topic: Epic Power Pool choices. There are several, but in my opinion there are really two choices you should consider: Fire Mastery &amp; Psionic Mastery.

[/ QUOTE ]

Hmm, I'm curious why you didn't consider Stone Mastery. I see it in gmanskillaz's build, which looks to be very good.
*snip*

[/ QUOTE ]

I'd be glad to explain further. Mainly people use Firekins as group mob slayers. The key to accomplishing this role is defeat them before they defeat you. Your typical attack routine is going to be Flash fire, Fire Cages, Fulcrum shift, Fireball/Psionic Tornado, etc...

The reason you'd go Fire Mastery is for that quick destructing AOE attack, Fireball at level 41. It accomplishes your goal of defeating everyone quickly much sooner. The Fire shield is really just an added bonus. You'll have them down before they can react (I imagine).

The reason to go Psionic Mastery is to cover the major gap in your protection: [u]Mezzes [u] (Sleeps/Holds/Disorients/etc...). By having Indomitable Will, you now have a major defense against those pesky foes that you'll encounter during those levels such as Rikti Headmen weapons, Chief Mentalists, Illusionists (CoS), Tasers from the Malta, etc... If you run into a group, and one of those hits you and mezzes you, you could be down before you know it. With my route you'll very rarely encounter such problems (Unless you didn't click it before hand). So rather than hitting Earth's Embrace, getting Mezzes and hope you can 'weather the storm,' you never get mezzed.

Fissure is a good power. I like all that it does, and the added stun feature is wonderful. My take, is coming from that at 41 I have Flash fire slotted with 2 Accy &amp; 3 Recharge Reducers. There is a 15 second window for Disorient with Flash fire. Typically I have the foes arrested within that 15 second window and that is without Psionic Tornado or Fireball, so imagine what it will be like with it.

Don't get me wrong, Stone Mastery is good, but I feel that the better of the choices are Fire and Psionic Mastery, with the latter being my choice. To each his own, that is just my 0.02.


 

Posted

[ QUOTE ]
i took hurl boulder on my weird fire/sonic build...


...because i like the idea of throwing poo at people.

[/ QUOTE ]

IT'd be a good power if the animation time was halved.


 

Posted

Thank you, Star. I am building fire/kin for personal inf farming and this is gonna help a lot! Just say NO to pling!!